roguelike


Possession 2: Where things stand

Well, still no progress on the “post every week” front. I started working on Possession 2 in November of last year. I’d hoped to get it out in less than a year, but things aren’t looking like that’s going to happen. Of course, January through April I was working 50+ hours […]


Possession 2: Some New Creatures

So I apologize for not really having posted anything recently. There’s been some work going on, but a lot of it has been kind of behind the scenes (probably worth a post, might be of interest to other game dev people), and honestly, there hasn’t been THAT much work done, either. […]


Possession 2 Miscellaneous Devlog 1 2

I’m working two jobs right now, and the past few weeks have been pretty busy for me. I have managed to continue working on Possession 2, just not as much as I’d like. Today’s post isn’t really focusing on any one aspect in particular, just highlighting some of the things […]


Possession 2: Speed Systems in Roguelikes 2

Speed is a problem in turn-based games. It’s much easier to just have everyone move once per turn. Anything else just gets complicated, both from a programming and a gameplay standpoint. But given that the differences between bodies are such a big deal in Possession, I really want there to […]


Possession 2: Special Level, The Tombs

Not only will Possession 2 feature greater variety in its regular levels, but there will also be several “special levels” which you will sometimes visit instead of a regular level. The special levels are themed, featuring special tiles and design, and creatures that fit the theme. More interestingly, they usually […]


Possession 2: New Level Designs and Graphics

Happy New Year! It’s been a while since I’ve posted. Writing devlog posts just kind of fell behind over the holidays, but work has continued. Today I’m going to talk about the levels. Possession 1 had just one level generator. It worked pretty well, and made pretty good-looking caves, but […]